's power. The only creatures who are not affected by the meekstone's power are those with power under 3, and these critters are easy enough to burn off the field with red's many removal spells.

With the exception of some dragon decks, red is all about speed. You want to burn their creatures as soon as they hit the field, too clear the way for your speedy creatures. I will first discuss these creatures.(note: these creatures have power under 3, so they are not affected by the meekstone)

Raging goblin: An extremely useful 1/1 goblin with haste. With a mana cost of one R, it is a widely used first turn play. They are great for stacking up damage early on, and for providing a body to block with later on, provided the match even drags on that long.

Mogg fanatic: This one is a gem. A one mana 1/1 goblin that can be sacrificed to do 1 damage to target creature or player. This is one of the cards that made Tempest my favorite set.

: Goblin sharpshooter destroys weenie decks. Every time a creature is put into the graveyard, it untaps to ping your enemy again. Playing red you will be sending MANY creatures to the graveyard, so this is an amazing card when used correctly.

: Another Gem from Tempest. Jackal pup is a 2/1 red creature for one red mana. It has a unique drawback, but it doesn't affect you too much with this deck, and is a great first turn move. Out of the above creatures, Jackal pup is the most important for this deck.

Now the next set of creatures are what make this deck lethal. The above weenies will hurt and annoy the hell out of your enemy, however it will take to long to end the match if you use them alone. These creatures have power over 3, but will not be affected by the meekstones power.

Blistering firecat: Now this bad boy is a 7/1 trample for 4 mana. It deals its damage then goes into the graveyard, so you dont need to worry about it remaining tapped because of the meekstone. 4 of these is a must.

Ball lightning: Extremely similar to the firecat. This bad boy does its damage for 3 mana, then is gone. I use 2, however I would use 4 if I could afford it. They fit perfectly in this deck.Viashino Sandstalker

: This bad boy is a 4/2 lizard with haste. He does his damage then returns to your hand at the end of turn. Because of this, they are also unaffected by the meekstone. They will continue to bounce back to your hand until your opponent cries mercy.

: A little more pricey then the sandstalker, but non the less useful. I only include 2 of these.

And last but not least

Tahgarth, Talruum hero: This angry legend is a wonderful last game finisher. Because he doesn't tap when attacking, he will bash your opponent without tapping. While his ability does require him to tap, it is a great last resort to take out pesty weenies like Royal assassins. Unless your dealing with angels, Tahgarth will be the biggest creature attacking consistently.

Thats it for creatures, but as any good red deck, this deck contains many offensive and support spells and artifacts. Here is a list of them

-the key of this deckRuby medallion – reduces the costs of bouncing the viashinos in and out of play, great card.Violent eruption: great removal card, 4 damage divided as you chose for 4 mana.Sulfuric Vortex

IMHO the best replacement for lightning bolt. 2 mana to do 3 damage to creature/player, or 4 damage to target creature w/ flying.

Ghitu encampment: the last piece of the puzzle. A land that produces red mana, and for 2 mana can be turned into a 2/1 creature with first strike until end of turn. Great for taking out their weenies if they gather the courage to attack. Also does not fall under the meekstones power.